Posted on

How To Make Simon Says in Unity – Among Us Task

Let’s show you how to make Simon Says in unity from an Among Us reactor task. This series is focusing on the mini-game/ mini-task portion of Among Us. We are building the level and character movement in Among Us with the series located here: https://www.infogamerhub.com/among-us-lesson-1/

The task that we are focusing on in this post is the Simon Says task/mini-game. The image below is for reference.

Among Us Task Image Reference

How To Make Simon Says in Unity - Among Us Task Image
Simon Says reactor task from Among Us

If you want to learn how to create this task then follow along in Unity while watching the video below. If you do follow along and aren’t able to create the task with the video alone we recommend becoming a member for just a few dollars a month gives you access to the scripts, screenshots, and many other perks that will further assist you in making this task. I will also be showing members how to add features to this task to make it more challenging and difficult.

How To Make Simon Says in Unity – Among Us Task Video

Attention Members:

The second half of this post will show how to make the game more difficult and it is for members only. We hope if you are not a member you will try us out for the extra support and content. The second part of this post for members is coming soon!

Unlock Code and Member Content

Hierarchy:

This content is restricted to members only.

Grid Layout Group is shorted to GLG to fit on image.

How To Make Simon Says in Unity - Among Us Task Hierarchy Image
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" && Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i < senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Inspectors:

This content is restricted to members only.

The left inspector is for the panel to show the attached script while the right one is to show one of the attached Grid Layout Group.

How To Make Simon Says in Unity - Among Us Task Inspector Image
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" && Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i < senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Simon Says Among Us Script:

This content is restricted to members only.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class SimonSaysMiniGame : MonoBehaviour
{
    [SerializeField] GameObject[] buttons;
    [SerializeField] GameObject[] lightArray;
    [SerializeField] GameObject[] rowLights;
    [SerializeField] int[] lightOrder;
    [SerializeField] GameObject simonSaysGamePanel;
    int level = 0;
    int buttonsclicked = 0;
    int colorOrderRunCount = 0;
    bool passed = false;
    bool won = false;
    Color32 red = new Color32(255, 39, 0, 255);
    Color32 green = new Color32(4, 204, 0, 255);
    Color32 invisible = new Color32(4, 204, 0, 0);
    Color32 white = new Color32(255, 255, 255, 255);
    public float lightspeed;
   
    private void OnEnable()
    {
        level = 0;
        buttonsclicked = 0;
        colorOrderRunCount = -1;
        won = false;
        for(int i = 0; i < lightOrder.Length; i++)
        {
            
            lightOrder[i] = (Random.Range(0, 8));
           // Debug.Log("for loop" + lightOrder[i]);
        }
        for (int i = 0; i < rowLights.Length; i++)
        {

            rowLights[i].GetComponent<Image>().color = white;
            // Debug.Log("for loop" + lightOrder[i]);
        }
        // Debug.Log("for loop" + lightOrder.Length);
        level = 1;

        StartCoroutine(ColorOrder());
    }
    public void ButtonClickOrder(int button)
    {
        //Debug.Log(lightOrder[button] +"this is the button value"+ button);
        buttonsclicked++;
        if (button == lightOrder[buttonsclicked-1])
        {
            Debug.Log("pass");
            passed = true;
        }
        else
        {
            Debug.Log("failed");
            won = false;
            passed = false;
            StartCoroutine(ColorBlink(red));

        }
        if (buttonsclicked == level && passed == true && buttonsclicked != 5)
        {
            level++;
            passed = false;
            StartCoroutine(ColorOrder());
        }
        if (buttonsclicked == level && passed == true && buttonsclicked == 5)
        {
            Debug.Log("failed");
            won = true;
            StartCoroutine(ColorBlink(green));
        }
    }
    public void ClosePanel()
    {
        simonSaysGamePanel.SetActive(false);
    }
    public void OpenPanel()
    {
        simonSaysGamePanel.SetActive(true);
    }

    IEnumerator ColorBlink(Color32 colorToBlink)
    {
        DisableInteractableButtons();
        for (int j = 0; j < 3; j++)
        {
            Debug.Log("I run this many times" + j);
            for (int i = 0; i < buttons.Length; i++)
            {
                buttons[i].GetComponent<Image>().color = colorToBlink;
            }
            for (int i = 5; i < rowLights.Length; i++)
            {
                rowLights[i].GetComponent<Image>().color = colorToBlink;
            }
                yield return new WaitForSeconds(.5f);

            for (int i = 0; i < buttons.Length; i++)
            {
                buttons[i].GetComponent<Image>().color = white;
            }
            for (int i = 5; i < rowLights.Length; i++)
            {
                rowLights[i].GetComponent<Image>().color = white;
            }
            yield return new WaitForSeconds(.5f);
        }
        if (won == true)
        {
            Debug.Log("put won stuff here");
            ClosePanel();
        }
        EnableInteractableButtons();
        OnEnable();
    }
        IEnumerator ColorOrder()
    {
        buttonsclicked = 0;
        colorOrderRunCount++;
        DisableInteractableButtons();
        for (int i = 0; i <= colorOrderRunCount; i++)
        {
            if (level >= colorOrderRunCount)
            {
                //Debug.Log(lightOrder[0]);
                lightArray[lightOrder[i]].GetComponent<Image>().color = invisible;
                yield return new WaitForSeconds(lightspeed);
                lightArray[lightOrder[i]].GetComponent<Image>().color = green;
                yield return new WaitForSeconds(lightspeed);
                lightArray[lightOrder[i]].GetComponent<Image>().color = invisible;
                rowLights[i].GetComponent<Image>().color = green;
            }
        }
        EnableInteractableButtons();
    }
    void DisableInteractableButtons()
    {
        for (int i = 0; i < buttons.Length; i++)
        {
            buttons[i].GetComponent<Button>().interactable = false;
        }
    }
    void EnableInteractableButtons()
    {
        for (int i = 0; i < buttons.Length; i++)
        {
            buttons[i].GetComponent<Button>().interactable = true;
        }
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Let Us Know How We Did:

Were able to learn how to make Simon Says in unity from the above Among Us task? We are wanting to always make our content more helpful and we can’t do it without your input. Please leave us a comment on this posts YouTube video here: https://youtu.be/PC02l13iew8 let us know how we did. If there are other ideas on how to use the code or better ways to implement the code in this video also let us know at the same location.